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Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
I already answered this. Yes. But no aerial has a hold or a start on it. You'll have to think of another animation to make it start or hold. Otherwise he'll do his upaerial once for startup, then constantly while charging, then another time for the actual move.
hm... that does sound kinda epic...
 

DevilKiller

Smash Apprentice
Joined
Sep 13, 2004
Messages
142
I already answered this. Yes. But no aerial has a hold or a start on it. You'll have to think of another animation to make it start or hold. Otherwise he'll do his upaerial once for startup, then constantly while charging, then another time for the actual move.

Forget the Falcon Dive, here comes the Falcon Flip ftw! :bluejump:


Today, I have my own issue with PSA. Knockback Gain is simply not working for me. Only the Base Knockback seems to work. Both KBG and BKB are 46. Can anyone offer troubleshooting advice? (Not help, but troubleshooting, because you can't help a person who's not giving you a lot of information)
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
Here's the thing. I made a code that gives CF eternal fire feet, and this derives from a subcode, containing the two graphic effect commands, and then I loop the sub routine in the regular sub action. Basically, the two graphic commans are in the sub routune, and the sub routine command is in the sub action where I put the loop commands. But here's the problem. Either when I select the stage OR (when I get lucky) CF enters the stage, then gets out of the car, the game freezes. Can someone make me an infinite loop that will give a fire graphic to CF's feet for me? Just post the pic up in your post.

EDIT: Also, I need the bones of the actual feet. I can't seem to find them.
 

Blackhawk

Smash Rookie
Joined
Aug 29, 2009
Messages
8
Can someone help me with my Machinegun Wolf project? I want to make it so Wolf fires a stream of bullets instead of just one when he fires his gun. I already have the loop effect I want and slowed down the animation to accomodate the large numbers of bullets I want. My only problem is that if he starts to fire in the air, the game freezes when he hits the ground. I can post screenshots of the PSA window if someone tells me how to do so and thinks it would help.
 

DelxDoom

Smash Lord
Joined
Sep 9, 2006
Messages
1,555
I've even tried levitation, and that didn't work either. Anybody have an idea?
Yo

Bit Variable Set Ra-bit 18
Bit Variable Set Ra-bit 16
0C090100 use 1
0C090100 use 1
0C090100 use 2


try this.
i dunno why it works, but it's what makes ganondorf's up b go up from the ground
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
The 0c090100 does nothing, and those Bit Variables freeze, likely because they're accessing something that isn't used for ToonLink, thanks, though.

I'm having an issue now, where I can actually get him into the air, but the second he leaves the ground, he stops his attack animation, and instead just acts like he were in the air... Anybody have an idea?
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
Forget the Falcon Dive, here comes the Falcon Flip ftw! :bluejump:


Today, I have my own issue with PSA. Knockback Gain is simply not working for me. Only the Base Knockback seems to work. Both KBG and BKB are 46. Can anyone offer troubleshooting advice? (Not help, but troubleshooting, because you can't help a person who's not giving you a lot of information)
... BKB is the base knockback a move has... KBG is the extra distance someone is launched proportional to their damage... psa actully tells you that you know...

Can someone help me with my Machinegun Wolf project? I want to make it so Wolf fires a stream of bullets instead of just one when he fires his gun. I already have the loop effect I want and slowed down the animation to accomodate the large numbers of bullets I want. My only problem is that if he starts to fire in the air, the game freezes when he hits the ground. I can post screenshots of the PSA window if someone tells me how to do so and thinks it would help.
... to screen shot... look at your keyboard until you find a key that says "prnt scrn" ... thats print screen... do whats nececary to press it, go to paint and press ctrl+v... then save...

Edit: ... i'm trying to make ganon smaller... but the size atribute sems to not be able to make things smaller than 1... any ideas?

Edit: no it seems it just wont change again... no matter what i do it goes back to 3...
 

droughboi

Smash Journeyman
Joined
Dec 29, 2008
Messages
430
Location
duluth Georgia
Ok, I know I asked this question before, and you guys answered it but I dont know exactly what i'm looking for.

What I asked was: "Is there a way to increase the number of bombs that TL/Link or Arrows that Pit can have out at one time?"

You guys told me to go look at the attack n what not but i dont know what im looking for xD. sorry im no good with this program ]=
 

Kyzon Xin

Smash Journeyman
Joined
Feb 23, 2006
Messages
284
Location
Vegas
Drough
just make a copy of a file
and go in other and randomly take stuff off.. see what happens.. if that doesnt work idk
 

Kyzon Xin

Smash Journeyman
Joined
Feb 23, 2006
Messages
284
Location
Vegas
Yea. and when u find the code make a note of it somewhere just incase you need to take the limit off of anyone elses items
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
It seems that the size attribute won't work above a certain value, or at least for Bowser. I was trying to make Giga Kooplus the size of the actual Giga, but it wasn't doing anything. (Just as a random test, I entered 0.1 into the height, and ended up with a character that I couldn't hit with ANYTHING. XD)
 

ALF

Smash Cadet
Joined
May 28, 2006
Messages
72
I know I've asked this, but I've not had much luck in responses.

Anybody know how to make a move send a character in the air from the ground?
Sorry, I discovered this a while ago but never shared the full analysis of it.

Character Stage Interaction Code
08000100
Parameter 1: Value

This command controls how the character interacts with the stage. As far as I've discovered, a value of 1 means the character can leave the stage by going off the side, 2 means the character cannot leave the stage, and 5 means the character is not on the stage, allowing you to leave it vertically.

Hope that helps :D
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
ALF, then how come on ganon's grounded up b, the first 08000100 has a value of 6?

and the "1st" paramater is parameter 0 right?

and peach's up b doesn't even have this..
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
It seems that the size attribute won't work above a certain value, or at least for Bowser. I was trying to make Giga Kooplus the size of the actual Giga, but it wasn't doing anything. (Just as a random test, I entered 0.1 into the height, and ended up with a character that I couldn't hit with ANYTHING. XD)
I could make that happen in the next version if you guys wanted :p
It shouldn't be too hard.
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
I need help with hitboxes ( ._.)
I'm giving pikachu a new final smash.
Here are the details.

- At the end of the final smash 1, i put "change subaction: 1E2", and that worked. the animation showed up
- for the gfx, I had a very close replica of the hitbox data (i.e frames, timers etc)
- the main portion started of with "set loop"
- all i have are syncronous timers
- the GFX show up exactly how I want it... but no hitboxes >=O !!!!
- the size is currently 100...
- i have an "allow interupt" at the end? could that be it?


please, please PLEASE HELP ME!!!!!!
I'm confused :confused:. I got all the animation etc right. but IT NO WORK!

Much help is appriciated :chuckle:
 

ALF

Smash Cadet
Joined
May 28, 2006
Messages
72
ALF, then how come on ganon's grounded up b, the first 08000100 has a value of 6?

and the "1st" paramater is parameter 0 right?
I said as far as I've discovered :l

And ya sure, parameter 0. I, being a human and all, tend to start counting at 1.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I need help with hitboxes ( ._.)
I'm giving pikachu a new final smash.
Here are the details.

- At the end of the final smash 1, i put "change subaction: 1E2", and that worked. the animation showed up
- for the gfx, I had a very close replica of the hitbox data (i.e frames, timers etc)
- the main portion started of with "set loop"
- all i have are syncronous timers
- the GFX show up exactly how I want it... but no hitboxes >=O !!!!
- the size is currently 100...
- i have an "allow interupt" at the end? could that be it?


please, please PLEASE HELP ME!!!!!!
I'm confused :confused:. I got all the animation etc right. but IT NO WORK!

Much help is appriciated :chuckle:

do you have a terminate collisions? is the timer right before terminate collisions a synchronous one? are the sizes not 0?


and ALF, how come not all up b's even have a 08000100 thingy?
 

ALF

Smash Cadet
Joined
May 28, 2006
Messages
72
do you have a terminate collisions? is the timer right before terminate collisions a synchronous one? are the sizes not 0?


and ALF, how come not all up b's even have a 08000100 thingy?
I don't know, but it does what I said when it's there. By the way, I don't see any 08000100 in ganon's up-b, but I do in peach's. Where are you looking?
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
do you have a terminate collisions? is the timer right before terminate collisions a synchronous one? are the sizes not 0?
Where do I put the terminate collisions? Before the "change subaction" ? after the synchronous timer, before the change subaction?

Please answer more specificly..
 

Kyzon Xin

Smash Journeyman
Joined
Feb 23, 2006
Messages
284
Location
Vegas
so if i want a move to do diff things depending on button press would i have to change that in specials or can i in the normal "main" section of the animation?
and what command do i use
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
.... you will not believe what i just did... i can walk upsidedown... put the size thingy to a negative number... i was trying to make ganon smaller... but... i kinda got a fail... whith a lot of win in it...

Edit: the controlls are inverted... the junps go look wierd caused theyre still going upwards... down-b goes up and up-b goes down... kinda hard to play...
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
I don't know, but it does what I said when it's there. And to symphonic, I don't see any 08000100 in ganon's up-b, but I do in peach's. Where are you looking?
Sorry, I meant 18000100


I'm looking in other.

in ganon's other for his up b:


18000100: 0-6
07070200: 0-13, 0-0
Asynchronous Timer: frames=12
18000100: 0-0,

for for peach's other in her up b startup:

1F090100: 3-0
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
And ya sure, parameter 0. I, being a human and all, tend to start counting at 1.
It helps being a programmer instead of a human :p

That code you posted looks verrry interesting. I'm not sure what you mean by "not on the stage", but if I can find a state that disables the star kill, that would be very useful.

EDIT:
@Xin: you can put it in either, by using either a Change Action with requirements or by using Ifs. I recommend trying the one you like and, if that fails, trying the other way.
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
...someone should test how people act upsidedown... i'm probably gonna test some... sometime...

Edit: tinydorf for top tier!!!!(ganon size 0,5)
 

ALF

Smash Cadet
Joined
May 28, 2006
Messages
72
Sorry, I meant 18000100


I'm looking in other.

in ganon's other for his up b:


18000100: 0-6
07070200: 0-13, 0-0
Asynchronous Timer: frames=12
18000100: 0-0,

for for peach's other in her up b startup:

1F090100: 3-0
Oh. Ya, it's 08000100, and it's in the actions, not sub-actions.

It helps being a programmer instead of a human :p

That code you posted looks verrry interesting. I'm not sure what you mean by "not on the stage", but if I can find a state that disables the star kill, that would be very useful.

EDIT:
@Xin: you can put it in either, by using either a Change Action with requirements or by using Ifs. I recommend trying the one you like and, if that fails, trying the other way.
Programmers are people too D:

By not on the stage, I mean such as being in the air compared to standing, not outside of the blast zones or anything.
 

mariofanpm12

Smash Ace
Joined
Mar 20, 2008
Messages
997
Location
Louisiana
im trying to make it where ganon's n-air makes him perform 4 kicks rather than 2. i mainly just want to loop the nair to another nair. how do i do this?
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
im trying to make it where ganon's n-air makes him perform 4 kicks rather than 2. i mainly just want to loop the nair to another nair. how do i do this?
You'll need a Change Subaction that goes to a repeated nair (NOT the original nair, or you'll get a never-ending loop)
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
For all this floatie stuff, what about "set air/groud: floating above ground" the value is 1.

also, thanks SymphonicSage
 

Blackhawk

Smash Rookie
Joined
Aug 29, 2009
Messages
8
Okay...I screenshotted every part of Wolf's B move (Action and all 4 subaction event lists)...which one(s) should I post here?
 

UmbraLion

Smash Apprentice
Joined
Aug 24, 2009
Messages
77
I have a question. I want to give CF flaming legs using the External Graphic effect. I already have the graphic picked out, but I can only find the bone for one foot: F. what's the bone for the other foot?
 
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